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nightbringer256

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Everything posted by nightbringer256

  1. Re: Quote of the Week from my gaming group... This is from an old pulp hero game of mine the hero's had been dungeon delving and had just come across a room with a shiny silver floor. the floor was really 3inches of mercury (just enough for a human to float) GM (me): you see a room with a vaulting roof and an odd metallic silver floor Rocketeer:*leans over and rubs the floor* i think this is mercury! Player: wait isn't mercury posion? Montana Smith (indiana jones): not in 1935 it isn't the party then "walked" across the floor it got really interesting on there way out when they had to battle nazis while balancing on the mercury ahh... good times
  2. Re: Wow....that is a useless power for sure.... see the anime Princess Tutu its all about mystical ballet battles
  3. Re: Necrons nope the necrons origonaly fught with the creators of the eldar and mankind the chaos gods were later given birth to by the eldar, humanity, humanity, and humanity respectivly they are the orgionally bad guys, and now there back and there coming for you!
  4. Re: Necrons you forgot that their gods eat suns and are "THE" ancient evil of the galaxy but other than that great description
  5. Re: Necrons subtle he is not
  6. Re: Necrons thats a great idea Schwarzwald and to start ill make their regen not ressurection, and see how the players handle that, if all goes well then ill make it ressurection, if not.... well new characters for everyone YAY!!! thanks
  7. Re: Necrons yes i am refering to the 40k necrons, forgot to clear that up thanks for the link
  8. first of all if your in my game, and you know who you are, dont read this im planning on brining in the necrons into my game and was wonder if any of you out there had ideas on how to write them up note: i want them to be killable, cause it just an't fair to the players if their immortal killer bots. in particular im looking for the warriors, the lords and the nightbringer himself if you have any ideas please post them or send me an email: mahonc2@comcast.net thanks nightbringer
  9. nightbringer256

    Maps

    hey, does anyone have a large map of the terran empire during the xenovore war? if any one has one and could post that would be great thanks, night
  10. hey all long time no see, i hope everyone had a happy holidays! now onto business a friend of mine is running villian game, in which we are all playing villians. it is 250 base + 250 disad for 500 total. there is also a 125 active point cap. and he said broken characters are fine so i just wanted you guys to take a look at my character, zabuza the ninja, and let me know what you think and if i could shave off some points and/or make it a tad bit "better" here he is: Zabuza Player: Carl Mahon Val Char Cost 15 STR 5 30 DEX 60 13 CON 6 10 BODY 0 16 INT 6 15 EGO 10 10 PRE 0 10 COM 0 6 PD 0 6 ED 0 5 SPD 10 6 REC 0 30 END 2 25 STUN 0 10" RUN 8 2" SWIM 0 8" LEAP 0 Characteristics Cost: 107 Cost Power 15 Ninja Movement powers: Multipower, 15-point reserve 1u 1) Silent Running: Flight 6", Invisible Power Effects (Hearing Group; +1/4) (15 Active Points); Only In Contact With A Surface (-1/4) 1u 2) Super Leaping: Leaping +5" (8" forward, 4" upward) (5 Active Points) (added to Primary Value) 1u 3) Ninja Disappearing act: Teleportation 7" (14 Active Points); only when concealed (-1/2) 1u 4) Rope & Grapple Hook: Swinging 5" (5 Active Points); OAF (-1) 10 Ninja Weapons: Multipower, 45-point reserve, all slots: (45 Active Points); Independent (-2), OAF (-1), Real Weapon (-1/2) 1u 1) ninja block: Missile Deflection (Any Ranged Attack) (20 Active Points); OAF (-1) 1u 2) Ninja Blade: Killing Attack - Hand-To-Hand 2d6 (plus STR) (vs. PD), Penetrating (+1/2) (45 Active Points); Independent (-2), OAF (-1) 1u 3) Suriken: Killing Attack - Hand-To-Hand 1d6 (plus STR) (vs. PD), Ranged (+1/2), Penetrating (+1/2) (30 Active Points) Ninja Equipment 4 1) Smoke Bomb: Darkness to Sight Group 1" radius (10 Active Points); OAF (-1), 8 Charges (-1/2) 3 2) Ninja Chamelion suit: +5 with stealth (OIF (-1/2), Independant (-2) 3 3) Ninja night suit: Armor (3 PD / 3 ED) (9 Active Points); Independent (-2), OIF (-1/2) (added to Primary Value) 2 4) Ninja Cleaning Kit: Cleans evidence 1" radius (-2 PER Roll: Sight Group), Requires A Concealment Roll (No Active Point penalty to Skill Roll +0) (8 Active Points); OAF (-1), Extra Time (Extra Phase; -3/4), Gestures (-1/4), Requires both hands (-1/4) Ninja Techniques 18 1) Kage Bushin no Jutsu: Duplication (creates 4 235-point Duplicates) (57 Active Points); Extra Time (Extra Phase; -3/4), Character May Take No Other Actions (-1/4), Delayed Phase (-1/4), Gestures (-1/4), Requires both hands (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4) [Notes: has all characteristics (1 BODY), martial arts, levels, acrobatics, fast draw, lockpicking, and stealth Powers Cost: 62 Cost Martial Arts Maneuver Ninjutsu 4 1) Atemi Punch: 1/2 Phase, -1 OCV, +1 DCV, 2d6 NND 4 2) Block: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort 5 3) Breaking Throw: 1/2 Phase, -2 OCV, -2 DCV, Grab one limb; 1/2d6 HKA (2 DC), Diasable; Target Falls 4 4) Choke Hold: 1/2 Phase, -2 OCV, +0 DCV, Grab one limb, 2d6 NND 4 5) Dodge: 1/2 Phase, -- OCV, +5 DCV, Dodge, Affects All Attacks, Abort 5 6) Kick: 1/2 Phase, -2 OCV, +1 DCV, STR + 4d6 4 7) Knife Hand: 1/2 Phase, -2 OCV, +0 DCV, 1/2d6 HKA (2 DC) 4 8) Punch: 1/2 Phase, +0 OCV, +2 DCV, STR + 2d6 4 9) Reversal: 1/2 Phase, -1 OCV, -2 DCV, STR + 15 to escape; grab two limbs 5 10) Takesway: 1/2 Phase, +0 OCV, +0 DCV, Grab Weapon, +10 STR to Take Weapon Away 3 11) Takedown: 1/2 Phase, +1 OCV, +1 DCV, STR Strike; Target Falls 3 12) Throw: 1/2 Phase, +0 OCV, +1 DCV, STR +v/5; Target Falls 16 13) +4 HTH Damage Class(es) 1 14) Weapon Element: Ninja Weapons Shurikenjutsu 4 1) Trained Throw: 1/2 Phase, +0 OCV, +0 DCV, Range +2, Weapon +2d6 3 2) Defensive Throw: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Weapon Strike 5 3) Far Throw: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Weapon Strike 4 4) Quick Throw: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Weapon + 2d6 Martial Arts Cost: 82 Cost Skill 25 +5 with DCV 24 +3 with All Combat 12 +4 with Ninja Weapons 30 +6 with all DEX based skills 6 +4 vs. Hit Locations 6 +4 Perception levels 3 Acrobatics 15- 3 Analyze: Style 12- 3 Breakfall 15- 3 Bugging 12- 3 Climbing 15- 3 Concealment 12- 3 Contortionist 15- 3 Criminology 12- 5 Defense Maneuver: I-II 3 Demolitions 12- 3 Disguise 12- 3 Fast Draw 15- 3 Forgery (Documents, Jewelry) 12- 3 Interrogation 11- 3 KS: Ninjitsu (INT-based) 12- 2 Language: Ninjeta: Fluent Conversation 3 Lipreading 12- 3 Lockpicking 15- 3 Mimicry 12- 3 Paramedics 12- 3 Persuasion 11- 3 PS: Ninja (INT-based) 12- 3 Security Systems 12- 3 Shadowing 12- 3 Sleight Of Hand 15- 3 Stealth 15- 3 Streetwise 11- 3 Systems Operation 12- 3 Tactics 12- 3 Tracking 12- 4 TF: Common Motorized Ground Vehicles, Riding Animals 3 Ventriloquism 12- 8 WF: Common Martial Arts Melee Weapons, Common Melee Weapons, Off Hand, Small Arms 2 Weaponsmith (Poisons) 12- Skills Cost: 211 Cost Talent 3 Absolute Time Sense 15 Combat Sense 12- 3 Lightsleep 17 Danger Sense (12-) (Function as a Sense, Intuitional, Sensitivity: Out of Combat) Talents Cost: 38 Total Character Cost: 500 Pts. Disadvantage 20 Psychological Limitation: Casual Killer, Very Common, Strong 15 Psychological Limitation: Meglomanical, Common, Strong 25 Psychological Limitation: Obssed with japanese relics and treasure, Very Common, Total 25 Psychological Limitation: Must accept any martial challenge, Very Common, Total 25 Psychological Limitation: Code of the Mercenary, Very Common, Total 30 Hunted: Interpol, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence 30 Hunted: Other Ninja Clans, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence 30 Hunted: The Heros, More Powerful, 14- (Very Frequently), Harshly Punish, Extensive Non-Combat Influence 20 Reputation: Cold Blooded Assasin, Almost Always (14-), Extreme 15 Distinctive Features: Ninja Night suit, Easily Concealed, Extreme Reaction, Detectable By Commonly-Used Senses 15 Rivalry: Other ninja clans, Professional, Rival is More Powerful, Seek to Harm or Kill Rival, Rival Aware of Rivalry Disadvantage Points: 250 Base Points: 500 Experience Required: 0 Total Experience Available: 0 Experience Unspent: 0 let me know what you think thanks, night
  11. Re: My new campaign Know that you metion it my inner historian was begining to bug me too. about time i took care of him DIE! *scuffle* *sock* *pow* *blam* *thud* oh god what have i done?! i needed that to live! *thud*
  12. Re: My new campaign thank you guys for the advice, i am not too worried about it being realistic. i ran my first session and everyone had a blast. the game ran well, the players had fun, and so did I. and thats all that really matters, when you are running a game, isn't it? well thanks for the help guys!
  13. Re: My new campaign thanks for yours guys input. the campaign is going to be some what akkin to the xbox game crimson skies (fun game) the group (about 5-6 people) will be a group of mercenaries the british have hired to, in the begining at least, stop the raids on one of there shipping lanes with america. and as far as science goes it will be very rubber
  14. i'm starting a new pulp hero game. i just wanted you guys to take a look at my setting and history and tell me what you think and critique it Historical Overview • Count Ferdinand von Zeppelin had his first successful airship flight in 1898 in Germany. • The Wright brothers died in 1899 in a tragic fire. • 1900 zeppelin travel becomes commonplace • 1905 first plane invented, flew for 30 seconds before crashing • 1914 the first world war is started • 1916 United States declares neutrality and supplies both sides of the war • 1928 WW1 ends in a draw when Britain signs the treaty of Paris. As part of the treaty Germany gave Britain back the lower half of England in return for the western part of France. Leaving Germany a rather large holding of land (i attached a map) • 1935 (present) an uneasy peace exists between Germany and the rest of Europe. The US has become an economic power house buy selling supplies to both sides. and then i have the airship stuff writen up here: Airships Primary compartments Bridge: main command center of airship • Captain’s chair: where the captain commands from. Can communicate to the rest of the ship • Helm: directly in front of captain’s chair. Steers the ship and controls throttle. • Navigator’s desk: located to the right of the captain’s chair. Navigator plots course and calls out directions to the Helm • Communications. Directly behind Chair. Radio operator sends and receives communications. • Fighter Command (Military only) located to the left of the chair. coordinates fighters by relaying information from the look-outs Engine Room: where the diesel engines, that power the ship, are located. It is also possibly, but difficult to steer the ship from here First aid station: where the medical supplies are located and the doctor works. In some larger ships, mainly military, this can be more like a small hospital. Captain’s Quarters: where the captain spends his time when he is not on deck Crew Quarter’s: where the crew spends there down time and where they sleep Passenger quarters: this is where passengers stay on a passenger liner. On a cargo ship this would be the cargo hold. Fore/Aft/Starboard/Port lookout: these lookouts keep an eye out for pirates and obstacles. All are armed with machineguns, just in case Crow’s nest: same as lookouts Armory: where personal fire arms are kept. Most ships care a few rifles in pistols. However mercenaries and military ships may care quite a bit more and usually have heavier arms Hanger: where the ships fighters or support craft dock to refuel Turrets: some ships have more turrets on then for extra protection. let me know what you guys think and feel free to make comments, suggestions, and to critique it all you want. -Night
  15. nightbringer256

    Nazi

    in most pulp movies the main hero fights nazi, or someother evil army two questions for the members of this board first, has anyone used nazi, or their equivelent? second, does anyone mind sharing there write up?
  16. Re: For all of you who like cartoon network glad you guys liked it! here are some other one that are reall good Tin the incompetent ninja: http://tin.snafu-comics.com/?strip_id=0 Grim Tales from down below: http://grim.snafu-comics.com/?strip_id=0 agian let me know what you think -night
  17. Re: For all of you who like cartoon network its more addicting the crack, yet slightly safer DISCLAMER: the author does not or ever plan to use drugs, nor is he saying in anyway that comics are not addicting
  18. Re: WWYCD: framed Tempest Would look at the viper agents and say "what are you doing here i'm robbing this bank" then proceded to make an exit and leave Paper Calmly stak all the money into neat piles (with tk) and sit down and wait for his rights to be read Enforcer would fly off with the money in his power armor. he is on the run from the government right now because he knows to much and could use the cash
  19. Re: For all of you who like cartoon network i told you guys it was good also check out the other comics on the website Tin the incomitant ninja is a good one too
  20. i have found the most amazing comic on the web. the guy who drew it, Bleedman, is a genius. it has most of the characters from cartoon network in it here is the link: http://bleedman.snafu-comics.com/?strip_id=0 and read it a bit before you judge it trust me afterwards let me know what you think
  21. Re: Immortals In Our Midst! firsts off great thread! secondly nucleon what is your complete package deal for being an immortal?
  22. Re: My game, and whats happening in it thanks for the advice, i'll double check the book but those ideas are good i especially like the one abouth planting false memories and for a little while the PCs will be have a war on VIPER (hope it goes better then our war on terror) my friend is a fiendish devil when it comes to running a villianous oragnization. his first plot is to rob a bank, now to get the justice league out of the way he is planting a bomb in a hospital on the otherside of town. i mean he is a natural, he is already planning on one day raiding stronghold to break everone there out. now that will be a mess. also just in case anyone missed it my game is a dark champions game now, however the characters are still playing champions level heros. so if anyone has some homemade superpower dark cham baddies iwould love to see then. thanks for your help and support
  23. Re: My game, and whats happening in it sry its been so long since i posted, i have been busy (ugh school!). the team handled anubis pretty well, albet someone was hospitalized (blindness) but thats been cured. all in all it was a good session. a friend of mine dropped by and wanted to play, but didn't have a character. so i let him play anubis and WOW!! he played a good villian (part of the reason it went so well) he took one look at the sheet and slipped into the role perfectly, i guess some people are just naturals anyways he had a ton of fun, so he is going to be running the villians in my next session, which is good, because now i have an assistant and someone to bounce ideas off of, besides you guys. well to start him off, and me, i just bought the VIPER book. which is amazing. the level of detail is stunning. great job!! anyways so he is going to play as a nest leader for a while. my biggest worrie is that after the first fight when the KO an agent the heros will use telepathy to find out where the nest is and all that. the nest itself has psonic shielding (invis to mental), but any ideas on how to keep the pcs from finding the nest on session one would be appreciated thanks in advance for the help and advice! -nightbringer
  24. Re: a PC OOPSED yes hawk is a skill guy. mainly the teams actor and pilot.
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